| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
| |
AWTRobotUtil.requestFocus(robot, ..) for kbd input on Windows (some 'confusion' w/ prev unit test runs)
|
|
|
|
| |
loop; also wait a few ms after key action
|
|
|
|
| |
OSXUtil.GetLocationOnScreen(..) if onscreen and surface available.
|
|
|
|
| |
internal APIs, critical array is not required, hence redundant.
|
|
|
|
| |
internal APIs, critical array is not required, hence redundant.
|
|
|
|
| |
internal APIs, critical array is not required, hence redundant.
|
|
|
|
| |
internal APIs, critical array is not required, hence redundant.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
- Setting up default VAO for all GL >= 3.2 core ctx.
Refines commit 9b6448b1d54716fd455c0cad0c6133c0edeb3bb8
Due to GL 3.2 core spec: E.2. DEPRECATED AND REMOVED FEATURES (p 331)
"There is no more default VAO buffer 0 bound, hence generating and binding one
to avoid INVALID_OPERATION at VertexAttribPointer."
More clear is GL 4.3 core spec: 10.4 (p 307):
"An INVALID_OPERATION error is generated by any commands which
modify, draw from, or query vertex array state when no vertex array is bound.
This occurs in the initial GL state, and may occur as a result of BindVertexAr-
ray or a side effect of DeleteVertexArrays."
+++
I just have read (same spec) 2.10 (p 46/47):
"An INVALID_OPERATION error is generated if any of the *Pointer commands
specifying the location and organization of vertex array data are called while zero
is bound to the ARRAY_BUFFER buffer object binding point, and the pointer argu-
ment is not NULL."
.. which only constraints the *Pointer command use to _VBO_, not forcing a VAO.
+++
|
|
|
|
| |
TestNewtKeyPressReleaseUnmaskRepeatAWT: Enable NewtCanvasAWT test
|
|
|
|
| |
usage
|
| |
|
|
|
|
| |
simple major version number check.
|
|
|
|
| |
w/ higher GLSL versions
|
|
|
|
| |
85851c9839d620bcbbd07b6ca833f1a5901831cc
|
|
|
|
| |
except for sampler2D (mediump instead of lowp)
|
|
|
|
| |
be included in unit test run.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
GLContextImpl: Bind default VAO if having quirk RequiresBoundVAO.
OSX w/ OpenGL >= 3 core context implementation requires a bound VAO for vertex attribute operations,
i.e. VertexAttributePointer(..). This has been experienced on OSX 10.7.5, OpenGL 3.2 core w/ Nvidia GPU
and in several forum posts. Such 'behavior' violates the GL 3.2 core specification,
which does not state this requirement, hence it is a bug. (Please correct me if I am wrong!)
GLContextImpl works around this quirk, by generating a default VAO and binds it at 1st makeCurrent (@creation)
and deletes it at destroy. This is minimal invasive since no action is required for subsequent makeCurrent or release.
We assume if a user uses and binds a VAO herself, she will mind this quirk.
Note: We could enhance this workaround by quering for a currently bound VAO at makeCurrent() and bind our default if none.
However, we refrain from this operation to minimize the workaround and complexity.
|
| |
|
| |
|
|
|
|
| |
disturbing and fatal RuntimeException
|
|
|
|
|
|
|
| |
- X11: Add VK_QUOTE mapping
- OSX: Add single shift, ctrl alt key press;
Fix mapping: Command -> Windows, Option -> ALT, add BACK_QUOTE and QUOTE.
|
|
|
|
| |
bitfield, use more IntBitfield.put(..) return value for efficiency.
|
|
|
|
|
|
|
|
|
|
| |
incl. auto-repeat)
- Using keyCode (bit) maps to isPressed and isAutoRepeat, allowing use of multiple keys
- Enhance unit test TestKeyEventOrderNEWT w/ injecting variations of 2 diff. keys
- Manual tested on X11, Windows and OSX w/ and w/o auto-repeat
|
| |
|
| |
|
|
|
|
|
|
|
|
|
| |
and w/o auto repeat. Incl. fix for Windows.
Auto-Repeat tests recognizes whether auto-repeat could be triggered by AWT Robot.
The latter is not possible on Windows, hence manual testing was required on this platform.
Impact: X11, Windows and OSX produce proper key sequence incl. auto-repeat modifier mask.
|
|
|
|
| |
GLSL version and default precision (if GLES) - Used by GearsES2/RedSquare/PointDemo (Made GLSL version proof)
|
|
|
|
|
|
|
|
|
| |
string (for shader programs)
Uses GL_SHADING_LANGUAGE_VERSION and parses it via VersionNumber, as well as having a static fallback
using the GL context version.
The value is valid and can be retrieved after ctx has been made current once.
|
| |
|
|
|
|
| |
EXT_packed_depth_stencil extension
|
|
|
|
|
|
|
|
| |
unboxed
No reason for ever using new Boolean when the constants are available.
Signed-off-by: Harvey Harrison <[email protected]>
|
| |
|
|
|
|
| |
(gl_PointCoords n/a otherwise); Add FFP Emul point test in TestPointNEWT/PointDemoES1.
|
|
|
|
| |
fourth element was invalid
|
| |
|
|
|
|
|
|
|
|
|
| |
All *Pointer methods used 'normalized:=false', but we cannot assume
the fixed function code does use normalized (0f..1f) values.
On the contrary, it usually uses the native format value range.
Hence we have to pass normalized:=true for all fixed point data types
and normalized:=false for floating point data types.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
GL_POINT_SOFT and dist/fade attenuation (Adding basic POINT unit tests)
gl_PointSize (and all other uniform array elems) was not propagated due to wrong usage of GLUniformData component param.
Due to efficiency, we use vec4[2] now and #defines in shader to easy readability.
GL_POINT_SOFT uses gl_PointCoord to determnine inside/outside circle position
while adding a seam of 10% in/out. This almost matches 'other' implementations and gives a nice smooth circle.
!GL_POINT_SOFT produces a proper square (billboard).
Point-Vertex shader takes dist/fade attentuation into account.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
allowing passing a GL action w/ custom argument and return value.
Adding simple POINTS shader not regarding POINTS parameters and not using a texture (commented out).
FIXME:
Event thought it works using a texture and gl_PointCoord in frag shader,
I don't see the point here (lol) if gl_PointSize must be 1.0 in vert shader ..
otherwise nothing is seen on ES2.0.
On Desktop POINTS are always shown as 1 pixel sized points!
|
|
|
|
|
|
| |
twice (duh!) almost halfed performance :)
TODO: Create GL_POINT texture and render w/ glDraw*()
|
|
|
|
|
|
|
|
|
|
|
| |
ScreenMode rotated resolution.
ScreenMode Change Failover
- In case a timeout appears (buggy XRandR),
double check current ScreenMode in case it has been set.
Window.setFullscreen() shall use current ScreenMode rotated resolution.
- The Screen's virtual size in not correct!
|
|
|
|
|
|
| |
ES1 impl. detection
'glBegin' is not ES1, duh!
|
| |
|
|
|
|
|
|
| |
found in ES1 library
This is the case in BCM-VC-IV blobs, tested on Raspeberry-Pi
|
|
|
|
| |
Tested manual w/ TestGearsES2NEWT on Raspberry Pi
|
|
|
|
| |
discarding pixels of culled faces.
|
|
|
|
| |
according it's usage (update Mvi/Mvit only if lighting is being used)
|
| |
|
|
|
|
| |
resize element count
|
|
|
|
|
|
|
|
| |
and size gross-net > PAGE_SIZE
Usually PAGE_SIZE is written within one DMA xfer command,
so if the gross buffer bulk transfer contains more unused data than PAGE_SIZE
we may win when transfering each single buffer at buffer update.
|